Why should it when everything you do while doing the daily reward already covers it….and you can do the daily reward anywhere you want in the entire map. You’re not in any way restricted to Orr.
You don’t actually suffer repair costs unless you die anyway, and if you’re dying often enough that the 5-ish silver + everything else you get in the process of doing the daily doesn’t cover it, it probably isn’t the game’s fault.
There’s no way you’re ever going to hit that amount of damage in a single HB except under the most ideal of circumstances that will probably never happen in any practical situation even if the planets align.
Stacking might on allies and vulnerability on enemies isn’t a form of support now?
There isn’t insta-kill blossoms, bees, or nightmares in TA.
The blossoms that are all over TA, and instantly down a player, or outright kill you if more than one explodes?
The bridge in one of the TA explorable paths that has swarms of bees that instantly kill you if they see you, so you have to apply invisibility nectar and make it past various water geysers without them hitting you or you instantly die? (and then have to respawn at the start of the dungeon and run through half of it to try again)
The boss in TA story mode that summons swamrs of nightmares, each one of which explodes in a deadly cloud of gas?
Don’t know which game you’re playing, but none of those are instant kills. There’s enough time to react and not die to each of these hazards even if you get caught.
Mace is less cumbersome with shorter windups on all of it’s attacks, and allows the versatility of having another weapon in the OH. It also has a legit interrupt in the MH slot that comes out near instantly.
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For starters, make Brawn something more useful and interesting than 0.1% increased burst skill damage for each point in Discipline. It’s hilarious how bad that is even though I like a lot of the traits in the Discipline line.
You spend a couple of extra minutes porting back to Lion’s Arch for free via Heart of the Mists and using the asura gate to go to the nearest capital city for free before using waypoints that actually cost money. At 80, you recoup the use of a waypoint to travel within any zone with just one event, plus extra with all of the trash drops.
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I use waypoints pretty liberally, and I have yet to experience any ill effects from their cost despite being level 80. 15 minutes in Frostgorge/Orr for some ori to sell covers those costs easily with plenty extra, not to mention the money I make running dungeons.
And…you don’t actually take armor damage unless you die. Strap on the best mobility/swiftness set of skills you have and just run past everything if you’re traveling and the waypoint costs are really such a bother.
Then again, I’m probably biased because I’m a Warrior and I have easy access to 100% swiftness uptime and spammable mobility skills.
Inspiring Battle Standard is actually extremely good. Gives you 100% regen uptime if you’re actually traited into reduced cooldown and doesn’t require much stat investment past 30 points into Tactics.
Also, if you want to drop banners quickly, just hit your weapon swap key.
Noticed this after the Halloween Event patch, but for some reason, Cyclone Axe and Whirling Axe for Warriors no longer has that incredibly satisfying sound of ringing metal when you activate the ability.
This makes me sad, and I would like that to be reinstated.
On the Warhorn, each condition Quick Breathing converts has a specific counterpart boon from my experience, so it isn’t actually random. It depends on which condition was last applied to you, as these are prioritized for condition removal effects.
Poison = Regen
Vulnerability = Protection
Burning = Aegis
Cripple = Swiftness
Bleeding = Vigor
These are the ones I’m 95% sure about. You may not see the ones from the mobility impairing conditions as often because Warhorn 4 already removes those conditions. Also, not sure which one grants Retaliation.
It’s the Legionnaire Greatsword. Random drop exotic 70+. You can grab it off the TP for 1-2g.
Furious Speed works fine (it’s swiftness, not quickness BTW). The thing is, it’s ONLY on a critical hit and ONLY a 10% chance after that, so the effects aren’t very noticeable.
Empower Allies works fine, but only when you’re considered in combat. Just shoot something at range so that you enter combat and you’ll see the buff come up after a second even though you haven’t actually taken damage.
For Banner of Tactics, I get the impression that it’s showing the total amount healed over the duration of the regen and not on initial application.
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They’re also easier to hit in melee if you don’t have them selected as your target. I crush burrows with Hundred Blades on a regular basis, but it is silly that I start missing 100% from the same position I was just hitting a burrow at just because I selected it as my target.
The burrows are actually very easy to hit as melee…as long as you don’t have them selected as your target. Just get in range and let the cleave/cone of attack do the work for you.
I still don’t understand how people can miss the telegraph for Kholer’s pull after getting caught maybe 1-2 times once he’s alone.
If you’re not confident enough to dodge, bring a stun break so you can break out of the small knockdown at the end of the pull and get away, bring stability so you don’t have to care about dodging, or you can even use a block/aegis to avoid being pulled.
’The Searing happened ages ago.
Get over it.’
-Human in Divinity’s Reach
I typically run healing shouts with Knight’s equipment and the other 40 points split evenly between Arms and Discipline. Usually use a Greatsword/Hammer combo with Unsuspecting Foe for trash packs so I can consistently throw out 100% crit HBs with Fury up, and bring plenty of solid control in the process.
Might try swapping in some Cleric’s gear to get a little bit more out of the shout healing because you only need enough precision for ~30% crit baseline.
It’s actually pretty simple if you get the attention of any stray mobs, then pull them over to a burrow and work them down with melee cleave and AoE. They’ll pretty much stick to you 100% as long as you’re nearby or do something to threaten them directly instead of chasing after Hogdins or the extractors. Having good swiftness uptime or strong AoE chills/cripples helps a lot.
Scavengers on the Hogdins event are a little tricky. You need to bait out their pounce at some spot that isn’t close to the burrows, then dodge away and go for free damage on the burrows while they try to gnaw away at nothing. Bring a stun break or stability just in case.
For both events, have a decent supply of interrupts on hand to keep breeders from spawning more and to get them where you want them to be, which is on top of burrows so you can AoE both instead of being in the middle of nowhere just spewing out more little adds.
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I seem to be getting hit by diminishing returns across three runs, even though each one was on a different path and were the first runs on each path for the day.
1st run in AC Path #2: 60 tokens.
Next run was AC Path #3: 45 tokens.
Last was AC path #1: 30 tokens
Each run was at least 30 minutes to an hour in length.
More than I got last patch, so I’m not particularly annoyed since I’m now the proud owner of a very shiny Greatsword, but clearly not working as intended.
I did it another way. Ran in face-first by myself and threw a boulder+bolas at the guy to get him away from the other boss, then had every else in the group dive onto him and just kept the lady’s attention the entire time with my longbow, easily sidestepping her slow lightning ball projectiles and dodging her targeted lightning bolt.
I did go down, but by the time I did, the rest of my group had already torn the other boss to pieces and easily got me back up to finish the fight.
I didn’t really find Troll’s End to be much of an issue on my max size Charr. In fact, I was a bit disappointed by it with how much someone in map chat was hyping it up with how terrible it was for Charr, and then it didn’t take any more attempts than any other jumping puzzle I’ve done.
It takes you 37 tries for every puzzle then?
Cute, but no. Took about half a dozen attempts, and I wasn’t particularly bothered about the camera when I figured out how to position it so that it was inside my character’s body, giving me a nearly unimpeded view of each jump.
I didn’t really find Troll’s End to be much of an issue on my max size Charr. In fact, I was a bit disappointed by it with how much someone in map chat was hyping it up with how terrible it was for Charr, and then it didn’t take any more attempts than any other jumping puzzle I’ve done.
Considering every profession in the game has something they can use to protect other players, I don’t see an issue. Just comes down to how exactly each profession does it.
But therein lies the problem. I have no problems bringing skills to help the party, but if this continues, there will be a NEED for particular professions with particular skills or your party is a no go. ANet doesn’t want that, as far as I know.
Why is this an issue? It’s literally as simple as swapping in a single utility skill which is what you should be doing in explorables on a regular basis anyway.
Considering every profession in the game has something they can use to protect other players, I don’t see an issue. Just comes down to how exactly each profession does it.
I mean that their knockdown attack actually appears to have the standard melee cleave effect, so anyone who doesn’t have stability that closes into melee range to knock them back or something will get caught as well.
I don’t really have a big problem with it since it’s pretty easy to just dodge out of the way when they use it, just a bit annoying.
I guess you should have someone with a ranged interrupt, or someone with a melee interrupt and stability to help save you if you get caught.
Isn’t that what teamwork is about?
Though I do think that one graveling scavenger being able to pin multiple people down by themselves could be done away with.
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Draconic Helm, the exotic craftable helmet, is pretty good.
Currently using the Pit Fighter’s chestpiece with shoulders and helmet hidden because that look amuses me for some reason. Rest of the set is Charr T1 cultural with Spite, Burnished Steel, and Blue Rose dyes.
In certain situations like graveling burrow events in AC explorable, Healing Signet’s passive is actually really good. Keeps you from getting worn down by the hatchlings so you can keep doing damage, but 90% of the time I keep Mending on because condition removal is more valuable.